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General Information

General Information

Digital Extremes is always looking for exceptionally talented people that are inspired to develop games. Before submitting your resume, review the following information to help tailor your submission to grab our attention.

If you are a Programmer:

In addition to your resume, supply us with a sample of what you can do or have done using some of the industry standard tools or code you have tinkered with on your own outside of work or school. Show us you’re passionate about making innovative, clean, smart code. Several years of working with C++ and a lifetime of playing games and understanding the difference between what makes a game good and great is required. If you have written a demo on your own, send a working version (with instructions). The more applicable to what we do, the better.

If you are a Level Designer:

In addition to your resume, Digital Extremes would like to see a game level designed by you. There’s a lot more to making a good level than putting together some rooms and throwing in weapons and spawn points and we want to see what you can do. Please direct us to currently available games that you have worked on and pinpoint the levels within the game that you designed. For entry-level submissions, please show us levels you have designed for Unreal Tournament or some other prominent 3-D action game that utilizes any of the major 3-D engines currently available for home use.

If you are an Artist:

In addition to your resume, whether you are 2-D or 3-D artist, we like to see art samples of different subjects - environments, humans, creatures, animals, space ships, buildings, weapons, etc. Send us only your best work that shows your drawing ability. Secondly, we would like to see samples of computer art, made in Photoshop, Maya, 3DS Max, Zbrush, Mudbox or Modo. These are the primary software packages Digital Extremes currently employs but if you use something different we’re happy to take a look at your talent. Please include poly counts, work timelines, UV maps, etc. to help us gauge your experience level.

Lastly, take a look at our past and current projects before submitting artwork and determine whether or not your art style and/or talent really fit with Digital Extremes. We generally work in hyper-realistic worlds using top-notch talent, so we show preference to portfolios that show work that relates to our work and have promising talent. Do not send us original copies of your artwork!!! We don’t have the time or resources to send original materials back. Preferably, please send us a URL where we can view your artwork online or a DVD-ROM via snail mail will be accepted.

If you are an Animator:

In addition to your resume, we need to see samples that show your drawing ability as well as animation skills on your demo reel. We would like to see detailed modeling of characters/creatures as well as objects such as weapons, vehicles, etc. which are then animated in a variety of motions. They don’t need to have skins or textures. We are more concerned with the quality and detail of the model and animation. Preferably, please send us a URL where we can view your demo reel or a DVD-ROM via snail mail will be accepted.

Anything Else:

We do not have positions for people who have new game ideas with no other discernable game development skills or experience. Please DO NOT forward us your game ideas, they will not be read and will promptly be discarded. All of the positions we have currently available are listed in the Job Openings section. If you do not see a position you’re looking for such as game testing, quality assurance, webmaster, graphic design, network administrator, IT, sound design, etc. continue to check back for new listings.  These types of positions become available less frequently but do happen on occassion.

Frequently Asked Questions: Careers

How does a person get started in the Gaming Industry?

This really depends on what you’re interested in and how hard you’re willing to work to get it. Your best bet is to get a degree in your chosen field (computer science, animation, 3D art, etc.) at an accredited university, get a little experience (tinker around making a demo in your free time, do artwork/animation in addition to your coursework at school, co-op at a game studio), play lots of games, become active in the gaming community and then, after graduation, apply to work at a gaming company. If you are talented, aggressive, extremely hardworking and passionate about making games, you’ll have no problem getting into the industry.

Where can I find more information on getting into the industry?

Excellent sources for industry information, tutorials, and other various bits of information are GameDev.net or Gamasutra.com. Also visit the International Game Developers Association Web site at IGDA.org. There you’ll find all kinds of industry information, events and happenings. There may even be a chapter to join in your area.

What kind of classes would you recommend taking to get into game development?

Depending on what area of game development you’d like to get into will decide the courses you should take. We highly recommend a university program over certificate/diploma type college programs as they are much more comprehensive and challenging. If you’re an artist/animator then computer art or animation courses would be helpful. Computer science courses are the direction to go in the programming area, as well as engineering or math classes for all those polygons you’ll end up making. Trying to decide which university to attend? We recruit regularly from the computer science and engineering programs at University of Waterloo and the 3D art and animation program at Sheridan College in Oakville.

What kind of art programs do you use in game development?

We use several types of 3D software throughout development of our products. Currently for next-gen development we are using Maya and Mudbox from Autodesk, ZBrush from Pixologic, and Adobe Photoshop to name a few. Other well known and popular software packages used in this industry include Autodesk’ 3DS Max and XSI. ZBrush, Photoshop, Maya, 3DS Max and XSI have free trial or learning edition copies of their software available for download on their websites.